GDC 2014 | The Visual Effects of inFAMOUS™ Second Son

Posted on January 18, 2017November 1, 2017

This session will cover the processes behind the visual effects development of inFAMOUS™ Second Son, from breakdowns of specific effects to discussions of our tools and workflow. We will discuss the challenges of creating a diverse set of visual elements, such as smoke and neon super powers. We’ll share how we used concept art during production to meet the challenge of defining a visual language for the effects. A new generation of engine and tools were created during the course of development – we’ll take a look at how this gave us increased lighting accuracy, an expression-based particle editor and real-time curl noise that allowed us to create a unique suite of visual effects. We’ll conclude with a few hard lessons that we learned along the way about the changes to our workflow.